I fall through the world when I try to go on the slopes ![]()
If you change the side count (with up/down) you can glitch through the world, or if the sides are 3 or less. Otherwise, Iâve tested thoroughly and have never glitched out of the world.
Same hereâŚ
Sorry, the collision wasnât super great but I will continue to work on it⌠I didnât do enough testing and the old method wasnât good because it didnât take into account multiple polygons per frame at once. For now, Iâve removed the collision so I can work on a new system, but I implemented depth sorting. This was extremely painful to implement because of 1 bug (related to keeping the textures in the same place even though the rendering order changes) that took me most of an afternoon and evening to resolve while the rest of the code for depth sorting took like an hour. There are some rendering flaws (very minor, on some corners and when you move too fast), and the system wouldnât work for a full 3d world, but in exchange it is heavily optimized. Itâs only for when youâre outside the tunnel (for now) so it should be sufficient. With all that being said, hereâs the demo at this point:
i mad the resolution four times bigger and the bigger the resolution the more ofset the tunnel is

4 times bigger

normal size

8 times bigger
but over all the fps is great even at 1920x1440 i still get a good 40-80 fps (at the normal screen size (160x120) i get 270-300 fps)
Thanks for letting me know about that bug! I hardcoded some stuff but Iâll try to fix that moving forward. I am away for now but Iâll be back and coding in the near future!
(I think if you go into typescript into where it draws the polygons, there are variables for the position it draws and in that is + 80 for width and + 60 for height, supposed to draw it in the middle of the screen. If those are changed to screen.width / 2 and screen.height / 2, this b7g should be fixed.)
alright
now that i think about it 300fps is about what i get in minecraft ![]()
I can hardly reach a stable 60fps in Minecraft at a 12 chunk render distance XD
Also hereâs a version where the screenâs dimensions arenât hardcoded (and I just threw in the kiwiphoenix364/pxt-double-res extension.) I still donât have collision in the game though. Maybe eventuallyâŚ
Venge is gonna look crazy.
Are you going to create run? That would be really cool
Hereâs my new version with collision⌠Again⌠(but it works this time)
Thanks to Bing AI for showing me some stackoverflow pages and helping write some matrix math code to determine the intersection point between 2 lines. The weird collision logic I did myself though. There are still some bugs like getting stuck on the outside of the tube, but you shouldnât be able to easily glitch in/out of it without changing the number of sides. There are some issues with corners, more easily visible if you switch it to 3 sides and jump straight up, but it is a vast improvement over previous iterations. These issues probably wonât be as difficult to fix though.
Yeah, thatâs the goal!
12? i use 24 chunk render distance lol ![]()
I will put some twists on it though. Iâm going to make it first person (unlike the original.) Gravity shifting will be added soon. If you have some ideas for things to get added, just comment them, and I might add them! They just have to fit the game and be feasible to code. No guarantees, but Iâll definitely consider recommendations.
I definitely want to see some kind of boss fight or combat system to go with navigation I think that would be interesting
Ummm⌠if you jump while itâs shifting you end up glitching out of tube/tunnel thing.

also if you spam the multiplier or whatever it is enough it starts unraveling?
WARNING: VERY CURSED IMAGE

UMMMMMMMMMMâŚ
@Kiwiphoenix364 can you make the character a little bit faster?